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Pro Mode Contacts:
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The Beta and Candidate Changes
How does the Beta Stack Up?
Variable
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Candidate Change
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Comments
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Air movement
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Change could involve a complex mixture of variables, including:
- rate of deceleration whilst in air
- rate of acceleration from mid air standstill
- curving movement whilst in air (strafe jumping around corners)
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Implemented - Air acceleration is increased slightly, and a new function for air control is added to both the "Classic" and "Full" versions (same in both).
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Weapons switch time
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Could use "classic quake" instant weapon switching.
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Implemented - 100 (down) + 100 (up) = 200 (total) in "Classic" and 25 (down) + 25 (up) = 50 (total) in "Full".
Note: none of our core designers recommended "instant weapon switch".
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Spawn times
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Spawn times for weapons and powerups used in tournament and teamplay could be adjusted.
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Not yet implemented - Spawn times for weapons and powerups are currently not changed. This is not to say they won't be, it's just that the core design team has not gotten around to this area yet and it requires substantial playtesting.
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Player speeds
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Player movement speeds could be increased.
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Consequence of other changes - With air movement changes player speed is a little faster.
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Weapon knockback
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Weapon knockback could be adjusted.
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Implemented - LG knockback has been increased to 250 (from 100).
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Bobbing and tilting
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Player bobbing and screen tilting while being hit could be made optional.
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Not implemented - Not looked at. Candidate for later beta?
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Rollangle effects
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"Leaning effect" of high rollangle setting used in QW could be implemented.
Leaning for models of enemy players could be implemented
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Not implemented - Not looked at. Candidate for later beta?
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Jumping
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Q2 double jumps could be implemented
Q1/Q2 "ramp jumping" could be implemented.
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Implemented - Ramp jumping (ability to jump on stairs and ramps) and Q2 double-jumps are enabled in both "Classic" and "Full" pro mode.
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?
Sounds
Variable
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Candidate Change
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Comments
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Footstep sounds
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Possible options:
- remove entirely
- ability to hear only your own footsteps
- make footsteps significantly quieter and "softer"
- leave unchanged
Hearable sound radius could be increased to provide players with more clues of the position of others
Walking speed could be increased (if footsteps stay in)
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Not implemented - Footsteps not yet identified as a major issue by core design team. Candidate for later beta?
Note that footsteps sound can be turned off server-side with "DMFLAGS 32" cvar.
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Jump sounds
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Could be modified for default competitor player model
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This has been addressed with the Point Release and the way it behaves after "cg_forcemodel 1".
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Ambient sounds
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Could be minor changes to remove/ reduce some ambient sounds
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Not implemented - Not looked at. Candidate for later beta?
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Powerups sounds
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Different sounds for powerups (TP, MK etc) could be implemented.
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Not implemented - Not looked at. Candidate for later beta?
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?
Weapons
Variable
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Candidate Change
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Comments
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RL
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RL could be given increased splash radius/damage
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Implemented - In "Full"?version, RL speed is increased to 950 (from 900), RL Splash Damage is increased to 110 (from 100), and RL Splash Damage is increased to 140 (from 120).
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GL
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GL could be given increased splash radius/damage
Bouncing effect, projectile velocity and range could be altered (increased)
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Partially Implemented - In "Full"?version, GL reload time is reduced to 750 (from 800).
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LG
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LG could be given increased damage, push, and "grip"
Endpoint latency and the length of the beam could be reduced.
LG pickup ammo could be reduced.
LG "humming" sound could be removed.
LG discharge effect could be imported from Q1
Shaft beam could be shrinked to improve visibility while using cg_drawgun 0
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Partially Implemented - In "Full"?version, LG Damage is increased to 10 (from 8), LG Ammo boxes have been reduced from 60 to 20, the LG Weapon Ammo has been reduced from 100 to 40, LG knockback has been increased to 250 (from 100), and LG Range has been reduced to 666 (from 768).
Other changes not yet addressed.
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PG
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Plasma ball damage could be reduced from default 20
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Implemented - In "Full"?version, PG Damage is reduced to 15 (from 20).
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SG
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Shotgun pellet count and damage per pellet could be adjusted
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Not implemented - Candidate for later beta?
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MG
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Random spread on bullets from ssg and mg could be removed ingame.
Damage rate and ammo could be imported from teamplay into 1on1s.
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Partially Implemented - In "Full"?version, MG damage is reduced to 4 (from 7), MG spread is increased to 300 (from 200), and MG teamplay damage is reduced to 4 (from 5).
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Rocket speed
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Rocket speed could be increased (for example)
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Implemented - In "Full"?version, RL speed is increased to 950 (from 900).
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?
Items
Variable
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Candidate Change
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Comments
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Armour
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Armour countdown could be removed.
Armour system from Q1 could be implemented.
VIsible armour system could be researched
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Implemented - in "Classic" version 1on1, YA=50, RA=100; in teamplay (includes FFA/ CTF), YA=75, RA=150. In "Full" version, YA=75, RA=150.
In "Full" version, armor protection is increased to 0.7 (from 0.66). Armor respawn time is reduced to 20 (from 25).
Armor countdown is removed in both versions. Accumulation is available only in "Classic" version.
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Quad
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Could have Quad doing 4x damage as in Q1 and Q2
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Under consideration - for "Full"?version.
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Backpacks
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When fragged, player could leave a backpack containing last used weapon and all ammo.
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Implemented - in "Full" version.
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Weapon and ammo dropping
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Q2 weapon and ammo dropping system could be implemented
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Under consideration - for a later beta?
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Items pickup
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Items pickup radius could be increased.
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Implemented - in both versions.
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Holdable items
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Could be removed for duels (teleport, medkit).
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Under consideration - for a later beta?
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Ammo pickup system
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Ammo pickup and accumulation system could be imported from teamplay into duels.
Ammo count in ammunition boxes could be adjusted.
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Under consideration - for a later beta?
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?
Competitor, gameplay and minor tweaks
Variable
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Candidate Change
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Comments
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Default competitor model
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Could have 1 type of default model with good visibility of skin (like proxy forcecolor "color yellow yellow" in Q1). Ability to force whatever model admin sees fit, server side, without the need to use sv_pure 0
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Under consideration - for a later beta? Depends on the response we have to these initial changes. Requires a professional modeller/ skin artist.
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Player colors
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"Color" command could be imported from Q1
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Under consideration - for a later beta? Depends on the response we have to these initial changes.
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Spawn
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Could have 100 health at spawn
Respawn delay could be eliminated
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Partially Implemented - in "Classic" version spawn health is 125 for 1on1, and 100 for teamplay/FFA/CTF.
In "Full" version it is 100 health for all gametypes.
Respawn timing has not been investigated yet.
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Blood on screen
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Blending effect of blood covering the screen while being hit could be removed.
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Under consideration - for a later beta? Depends on the response we have to these initial changes.
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Glowing Quad
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Quad holder could be a source of light, like in Q1.
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Under consideration - for a later beta? Depends on the response we have to these initial changes.
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Item spawns and duration
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Random item spawn timecould be removed.
Time between item spawns could be adjusted.
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Under consideration - for a later beta? Depends on the response we have to these initial changes.
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Megahealth
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Megahealth spawning system could be brought back from Q1 and Q2.
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Need to consider this - Haven't been able to address this properly yet.
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Centered weapons
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The ability to completely "center" weapons could be included.
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Under consideration - for a later beta? Depends on the response we have to these initial changes.
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Empty weapon switch
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The ability to switch to an empty weapon could be removed.
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Implemented - you can toggle it with "cg_noammo_change 0/1".
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Teleports
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Acceleration while exiting a teleport could be removed/reduced.
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Under consideration - for a later beta? Depends on the response we have to these initial changes.
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Communication
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Proxy-like % token system could be implemented
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Under consideration - for a later beta? Depends on the response we have to these initial changes.
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Timer
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Game timer could be made a server option
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Under consideration - for a later beta? Depends on the response we have to these initial changes.
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Hit notification
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Hit notification (the "beep" sound) could be removed for long distance prediction shots
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Under consideration - for a later beta? Depends on the response we have to these initial changes.
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?
GUI
Variable
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Candidate Change
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Comments
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Scorebard
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Scorebar shows all players and spectators. Variables shown might include name, frags, time played, packet loss, FPS*
The ability to view scores while playing demos could be brought back from Q1
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Under consideration - for a later beta? Depends on the response we have to these initial changes.
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Crosshair
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Crosshair/ crosshaircolor could be determined by server-side admin
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Under consideration - for a later beta? Depends on the response we have to these initial changes.
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Demo recording
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The "recording demo" message could be removed or replaced with an icon hidden somewhere on the hud.
The command to sequentially "autoname" recorded demos could be implemented.
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Under consideration - for a later beta? Depends on the response we have to these initial changes.
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Frag notification
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Very big "You fragged X" announcements could be removed.
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Partially Implemented - size of font is reduced.
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Efficiency indicator
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Basic efficiency or death counter could be implemented for teamplay and FFA.
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Under consideration - for a later beta? Depends on the response we have to these initial changes.
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Weapon HUD
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Optional HUD could be implemented, showing the ammo for every carried weapon.
Weapon ammo count numbers should not change color while firing
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Implemented - in both "Classic" and "Full" versions we have a range of new HUDs available.
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?
Networking
Variable
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Candidate Change
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Comments
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FPS
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Could remove unusable items from level (like torches in Q1's dm6), for example flags in Tourney2's main hall
Number of visible plasma balls could be decreased (option)
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Under consideration - for a later beta? Depends on the response we have to these initial changes. ?
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?
Maps
Variable
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Candidate Change
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Comments
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Custom Maps
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Under consideration - for a later beta? Depends on the response we have to these initial changes.
Requires professional mappers, and they need to know what the final gameplay settings are before they build the maps.
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